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Flanders

Campaign Dev
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Everything posted by Flanders

  1. Or tell some about this. That should keep em interested .
  2. So many posts, so little time . Can't do this any time soon.
  3. Why not give him svn acces ? Doesn't he need that to access the model repository? And he needs that to commit his own animations. Just send a personal message to Sparhawk with your preferred password for svn access. One of the admins can change your status to contributor, I'm sure one will do if they read this . Once you are made a contributor you should start with reading this: http://forums.thedarkmod.com/index.php?showtopic=6694
  4. The one under test is the best IMO. The blinking effect reminds me too much of TDS .
  5. Looks fine, the legs of the chairs makes them look a little like child chair though.
  6. I'll update and look again. Tels has a lot of experience with that, maybe he can help us.
  7. Forgot to look at this earlier, but the pulsating effect looks neat. But the frobhighlight as in this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=179533 looks just as good to me, personally I think we can do without the pulsating effect.
  8. Looks good if you ask me. It´s probably up to the animation guys to judge but I think you can still learn while working on the mods animations.
  9. That's good to hear (except for the monitor vs window encounter). When you feel you're ready let us know so we can get you to work on the real stuff .
  10. Must it have eyeballs? http://vandel.dk/magic/black/Carnophage.jpg
  11. There is one for that texture, it's textures/darkmod/stone/brick/dirty_large_blocks_deep. Those screens really remind me of Eavesdropping, especially that last one.
  12. Cool, now I just need to learn Russian .
  13. Some other reasons why editing another moveable loot item isn't recommended: they have some specific properties like weight and collision sound that might not fit your model, you'd need to change that too. There is a default loot icon available with the first release. If you want the default loot icon enter guis/assets/hud/inventory_icons/loot_icon_generic in it's field.
  14. First, I'm just fixing a model that needed to be fixed. Second, I'm lazy too. So I rather not make more models. The texture of the model is low resolution and doesn't contain the things you mention. I don't want to scour the internet for more textures. This model doesn't even have a normal map and is only suited for a distant building. Prefabs are better for this purpose anyway, a mapper can change it by himself to have the variations you're mentioning. Third, if I had that time to make that I would make a stunning trainer map with my own name in massive font on the splash screen and become famous and very rich.
  15. The tudor_inn model I made has 4 sides now, the old models can be removed I think.
  16. You've been around a lot Baal, and it seems you have more skills than just mapping . You deserve it.
  17. That's ok, will do. I uploaded this model yesterday because I knew you would ask for it . There were more issues with this model like seems and double vertices. Just as with textures we should go through all the models and get rid of the poor stuff, sigh.
  18. Update and check the building_facade folder.
  19. @ demagogue: It appears it's just that blood01 decal that isn't working, something wrong with the material I guess, you can make a bug report for it if you want.
  20. Could be the texture isn't placed on the brush properly so that it only shows a transparent part of the decal texture. If that's not it can you show a picture of what it looks like in DR (with the decal unselected)?
  21. No not that character on this page, but the thief like characters and the guards too. And the commoners too.
  22. Wow, those are real improvements; the head, the textures, the shininess of the armour. Somehow the chest plate looks a little ninja too me but those pauldrons look great.
  23. Actually those group shots remind me that most of our AI have huge feet.
  24. This is in tdm_events.script about setLightgemModifier. /** * greebo: Sets the named lightgem modifier to a certain value. An example would be the * player lantern: setLightgemModifier("lantern", 32). This way multiple modifiers * can be set by concurrent script threads. */ scriptEvent void setLightgemModifier(string modifierName, float value); How would you be able to use this to simulate a shadow volume not being drawn by the renderer? Something with a trigger and a map script?
  25. Most people who made missions with those assets were lured into the team . Their missions were or are being updated with the latest assets and are made into playable missions.
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